Example #1
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage, uint8 index)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetBaseWeaponDamage(attType, MINDAMAGE, index);
    float weapon_maxdamage = GetBaseWeaponDamage(attType, MAXDAMAGE, index);

    if (IsInFeralForm())                                    // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type
    {
        uint32 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weapon_mindamage = lvl * 0.85f * att_speed;
        weapon_maxdamage = lvl * 1.25f * att_speed;
    }
    else if (!CanUseEquippedWeapon(attType))                // check if player not in form but still can't use weapon (broken/etc)
    {
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    else
    {
        total_value += GetEnchantmentModifier(attType);
        if (attType == RANGED_ATTACK)                      // add ammo DPS to ranged damage
        {
            weapon_mindamage += GetAmmoDPS() * att_speed;
            weapon_maxdamage += GetAmmoDPS() * att_speed;
    }

    if (index != 0)
    {
        base_value = 0.0f;
        total_value = 0.0f;
        }
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Example #2
0
void Player::UpdateAttackPowerAndDamage(bool ranged )
{
    float val2 = 0.0f;
    float level = float(getLevel());

    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if(ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;

        switch(getClass())
        {
            case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f;    break;
            case CLASS_ROGUE:  val2 = level        + GetStat(STAT_AGILITY) - 10.0f;    break;
            case CLASS_WARRIOR:val2 = level        + GetStat(STAT_AGILITY) - 10.0f;    break;
            case CLASS_DRUID:
                switch(m_form)
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = 0.0f; break;
                    default:
                        val2 = GetStat(STAT_AGILITY) - 10.0f; break;
                }
                break;
            default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
        }
    }
    else
    {
        switch(getClass())
        {
            case CLASS_WARRIOR:      val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f                    - 20.0f; break;
            case CLASS_PALADIN:      val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f                    - 20.0f; break;
            case CLASS_DEATH_KNIGHT: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f                    - 20.0f; break;
            case CLASS_ROGUE:        val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
            case CLASS_HUNTER:       val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
            case CLASS_SHAMAN:       val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
            case CLASS_DRUID:
            {
                //Check if Predatory Strikes is skilled
                float mLevelBonus = 0.0f;
                float mBonusWeaponAtt = 0.0f;
                switch(m_form)
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                    case FORM_MOONKIN:
                    {
                        Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
                        for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                        {
                            if((*itr)->GetSpellProto()->SpellIconID != 1563)
                                continue;

                            // Predatory Strikes (effect 0)
                            if ((*itr)->GetEffIndex() == EFFECT_INDEX_0 && IsInFeralForm())
                                mLevelBonus = getLevel() * (*itr)->GetModifier()->m_amount / 100.0f;
                            // Predatory Strikes (effect 1)
                            else if ((*itr)->GetEffIndex() == EFFECT_INDEX_1)
                                mBonusWeaponAtt = (*itr)->GetModifier()->m_amount * m_baseFeralAP / 100.0f;

                            if (mLevelBonus != 0.0f && mBonusWeaponAtt != 0.0f)
                                break;
                        }
                        break;
                    }
                    default: break;
                }

                switch(m_form)
                {
                    case FORM_CAT:
                        val2 = GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_MOONKIN:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP + mBonusWeaponAtt; break;
                    default:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
                }
                break;
            }
            case CLASS_MAGE:    val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_PRIEST:  val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_WARLOCK: val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if( ranged )
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
        {
            AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
                attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
        }
    }
    else
    {
        AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
            attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);

        AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for(AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
    }

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod, (uint32)attPowerMod);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    //automatically update weapon damage after attack power modification
    if(ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);

        Pet *pet = GetPet();                                //update pet's AP
        if(pet)
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if(CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
    }
}
Example #3
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
{
    UnitMods unitMod;
    UnitMods attPower;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            attPower = UNIT_MOD_ATTACK_POWER;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            attPower = UNIT_MOD_ATTACK_POWER;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            attPower = UNIT_MOD_ATTACK_POWER_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type
    {
        float weaponSpeed = GetAttackTime(attType) / 1000.0f;

        switch (GetShapeshiftForm())
        {
            case FORM_CAT:
                weapon_mindamage = weapon_mindamage / weaponSpeed;
                weapon_maxdamage = weapon_maxdamage / weaponSpeed;
                break;
            case FORM_BEAR:
                weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f;
                weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f;
                break;
        }
    }
    else if (!CanUseEquippedWeapon(attType))                // check if player not in form but still can't use weapon (broken/etc)
    {
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK)                      // add ammo DPS to ranged damage
    {
        weapon_mindamage += GetAmmoDPS() * att_speed;
        weapon_maxdamage += GetAmmoDPS() * att_speed;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Example #4
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;

        switch (getClass())
        {
            case CLASS_HUNTER:
                val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_ROGUE:
                val2 = level + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_WARRIOR:
                val2 = level + GetStat(STAT_AGILITY) - 10.0f;
                break;
            case CLASS_DRUID:
                switch (GetShapeshiftForm())
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = 0.0f; break;
                    default:
                        val2 = GetStat(STAT_AGILITY) - 10.0f; break;
                }
                break;
            default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
        }
    }
    else
    {
        switch (getClass())
        {
            case CLASS_WARRIOR:
                val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_PALADIN:
                val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_DEATH_KNIGHT:
                val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                break;
            case CLASS_ROGUE:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_HUNTER:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_SHAMAN:
                val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_DRUID:
            {
                // Check if Predatory Strikes is skilled
                float mLevelMult = 0.0f;
                float weapon_bonus = 0.0f;
                if (IsInFeralForm())
                {
                    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY);
                    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                    {
                        AuraEffect* aurEff = *itr;
                        if (aurEff->GetSpellInfo()->SpellIconID == 1563)
                        {
                            switch (aurEff->GetEffIndex())
                            {
                                case 0: // Predatory Strikes (effect 0)
                                    mLevelMult = CalculatePctN(1.0f, aurEff->GetAmount());
                                    break;
                                case 1: // Predatory Strikes (effect 1)
                                    if (Item* mainHand = m_items[EQUIPMENT_SLOT_MAINHAND])
                                    {
                                        // also gains % attack power from equipped weapon
                                        ItemTemplate const* proto = mainHand->GetTemplate();
                                        if (!proto)
                                            continue;

                                        weapon_bonus = CalculatePctN(float(proto->getFeralBonus()), aurEff->GetAmount());
                                    }
                                    break;
                                default:
                                    break;
                            }
                        }
                    }
                }

                switch (GetShapeshiftForm())
                {
                    case FORM_CAT:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel() * (mLevelMult + 3.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_MOONKIN:
                        val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP;
                        break;
                    default:
                        val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                        break;
                }
                break;
            }
            case CLASS_MAGE:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_PRIEST:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_WARLOCK:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
                attPowerMod += CalculatePctN(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
            attPowerMod += CalculatePctN(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());

        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod, (uint32)attPowerMod);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        if (Item* weapon = GetWeaponForAttack(BASE_ATTACK, true))
            weaponSpeed =  weapon->GetTemplate()->Delay / 1000;

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_mindamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    /*
    TODO: Is this still needed after ammo has been removed?
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += ammo * att_speed;
        weapon_maxdamage += ammo * att_speed;
    }*/

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Example #6
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{ 
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float attackSpeedMod = GetAPMultiplier(attType, normalized);

    float baseValue  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod;
    float basePct    = GetModifierValue(unitMod, BASE_PCT);
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm()) // check if player is druid and in cat or bear forms
    {
        uint8 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weaponMinDamage = lvl * 0.85f * attackSpeedMod;
        weaponMaxDamage = lvl * 1.25f * attackSpeedMod;
    }
    else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
    {
        // cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            minDamage = 0.0f;
            maxDamage = 0.0f;
            return;
        }
        weaponMinDamage = BASE_MINDAMAGE;
        weaponMaxDamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
    {
        weaponMinDamage += GetAmmoDPS() * attackSpeedMod;
        weaponMaxDamage += GetAmmoDPS() * attackSpeedMod;
    }

    minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;

	// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
	if (minDamage < 0.0f || minDamage > 1000000000.0f)
		minDamage = 0.0f;
	if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
		maxDamage = 0.0f;
	if (minDamage > maxDamage)
		minDamage = maxDamage;
}
Example #7
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
{
    UnitMods unitMod;
    UnitMods attPower;

    switch(attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            attPower = UNIT_MOD_ATTACK_POWER;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            attPower = UNIT_MOD_ATTACK_POWER;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            attPower = UNIT_MOD_ATTACK_POWER_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType,normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        uint32 lvl = getLevel();
        if ( lvl > 60 ) lvl = 60;

        weapon_mindamage = lvl*0.85*att_speed;
        weapon_maxdamage = lvl*1.25*att_speed;
    }
    else if(!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage=0;
            max_damage=0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    else if(attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += GetAmmoDPS() * att_speed;
        weapon_maxdamage += GetAmmoDPS() * att_speed;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Example #8
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod_pos = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_POS : UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_NEG : UNIT_MOD_ATTACK_POWER_NEG;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }
    else
    {
        // This is general.
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        // This is specific.
        switch (getClass())
        {
        case CLASS_HUNTER: // in the case of Rogues, Hunters, and Shamans, each point of Agility will add 2 AP
        case CLASS_ROGUE:
        case CLASS_SHAMAN:
            agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        case CLASS_WARRIOR: // Warriors, Paladins, and Death Knights will gain 2 AP from each point of Strength.
        case CLASS_PALADIN:
        case CLASS_DEATH_KNIGHT:
            strengthValue = std::max(GetStat(STAT_STRENGTH) * 2, 0.0f);
            break;
        case CLASS_DRUID: //  Druids will gain 2 AP from Agility in Bear/Cat form. You have NO strenght in Bear form.
            if (IsInFeralForm())
                if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
                    agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        }

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod_pos, BASE_VALUE, val2);

    float base_attPower = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) + (1 - GetModifierValue(unitMod_neg, BASE_PCT)));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
        {
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            int32 attPowerMod = int32(GetArmor() / (*iter)->GetAmount());
            if (attPowerMod > 0)
                attPowerMod_pos += attPowerMod;
            else
                attPowerMod_neg -= attPowerMod;
        }
    }

    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT))) - 1.0f;
    
    SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod_pos, (uint32) attPowerMod_pos);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetInt32Value(index_mod_neg, (uint32) attPowerMod_neg);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field


    Pet* pet = GetPet();                                //update pet's AP
    Guardian* guardian = GetGuardianPet();
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At melee attack power change for DK pet
            pet->UpdateAttackPowerAndDamage();

        if (guardian && guardian->IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
            guardian->UpdateAttackPowerAndDamage();
    }
}
Example #9
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        // Maybe fix that in GetWeaponForAttack ?
        if (Item* weapon = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
            if (weapon->GetTemplate()->Class == ITEM_CLASS_WEAPON)
                weaponSpeed = float(0.001f * weapon->GetTemplate()->Delay); 

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}